author | Radek Brich <radek.brich@devl.cz> |
Wed, 23 Apr 2008 10:38:33 +0200 | |
branch | pyrit |
changeset 78 | 9569e9f35374 |
parent 73 | a5127346fbcd |
child 79 | 062b1c4143f7 |
permissions | -rw-r--r-- |
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/* |
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* scene.h: classes for objects in scene |
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* |
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* This file is part of Pyrit Ray Tracer. |
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* |
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* Copyright 2006, 2007, 2008 Radek Brich |
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* |
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* Permission is hereby granted, free of charge, to any person obtaining a copy |
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* of this software and associated documentation files (the "Software"), to deal |
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* in the Software without restriction, including without limitation the rights |
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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* copies of the Software, and to permit persons to whom the Software is |
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* furnished to do so, subject to the following conditions: |
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* |
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* The above copyright notice and this permission notice shall be included in |
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* all copies or substantial portions of the Software. |
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* |
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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* THE SOFTWARE. |
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*/ |
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#ifndef SCENE_H |
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#define SCENE_H |
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#include <vector> |
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#include <typeinfo> |
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#include "common.h" |
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#include "sampler.h" |
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#include "noise.h" |
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#include "vector.h" |
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#include "quaternion.h" |
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/** |
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* ray |
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*/ |
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class Ray |
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{ |
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public: |
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Vector3 o, dir; |
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Ray(): o(), dir() {}; |
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Ray(const Vector3 &ao, const Vector3 &adir): |
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o(ao), dir(adir) {}; |
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}; |
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/** |
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* a camera |
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*/ |
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class Camera |
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{ |
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public: |
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Vector3 eye, p, u, v; |
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Float F; |
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Camera(): eye(0,0,10), p(0,0,-1), u(-1,0,0), v(0,1,0), F(2.*tan(M_PI/8.)) {}; |
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Camera(const Vector3 &C, const Vector3 &ap, const Vector3 &au, const Vector3 &av): |
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eye(C), p(ap), u(au), v(av), F(2.*tan(M_PI/8.)) {}; |
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Camera(const Vector3 &from, const Vector3 &lookat, const Vector3 &up): |
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eye(from), F(2.*tan(M_PI/8.)) |
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{ |
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p = lookat - from; u = cross(up, p); |
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p.normalize(); u.normalize(); |
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v = cross(p, u); |
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}; |
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void setEye(const Vector3 &aeye) { eye = aeye; }; |
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void setAngle(const Float angle) { F = 2.*tan(angle/2.); }; |
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void rotate(const Quaternion &q); |
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void move(const Float fw, const Float left, const Float up); |
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Ray makeRay(Sample &samp) |
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{ |
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Vector3 dir = p - (u*samp.x + v*samp.y)*F; |
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dir.normalize(); |
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return Ray(eye, dir); |
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}; |
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}; |
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/** |
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* axis-aligned bounding box |
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*/ |
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class BBox |
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{ |
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public: |
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Vector3 L; |
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Vector3 H; |
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BBox(): L(), H() {}; |
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BBox(const Vector3 aL, const Vector3 aH): L(aL), H(aH) {}; |
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Float w() { return H.x-L.x; }; |
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Float h() { return H.y-L.y; }; |
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Float d() { return H.z-L.z; }; |
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bool intersect(const Ray &ray, Float &a, Float &b); |
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}; |
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/** |
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* light object |
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*/ |
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class Light |
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{ |
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public: |
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Vector3 pos; |
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Colour colour; |
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bool cast_shadows; |
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Light(): |
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pos(Vector3(0,0,0)), colour(Colour(1,1,1)), cast_shadows(true) {}; |
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Light(const Vector3 &position, const Colour &acolour): |
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pos(position), colour(acolour), cast_shadows(true) {}; |
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void castShadows(bool cast) { cast_shadows = cast; }; |
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}; |
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/** |
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* texture |
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*/ |
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class Texture |
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{ |
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public: |
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virtual ~Texture() {}; |
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virtual Colour evaluate(Vector3 point) = 0; |
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}; |
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/** |
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* material |
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*/ |
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class Material |
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{ |
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public: |
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Colour colour; |
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Texture *texture; |
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Float ambient, diffuse, specular, shininess; // Phong constants |
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Float reflectivity; // how much reflective is the surface |
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Float transmissivity, refract_index; // part of light which can be refracted; index of refraction |
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bool smooth; // triangle smoothing |
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Material(const Colour &acolour): colour(acolour), texture(NULL), smooth(false) |
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{ |
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ambient = 0.2; |
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diffuse = 0.8; |
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specular = 0.2; |
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shininess = 0.5; |
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reflectivity = 0.2; |
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transmissivity = 0.0; |
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refract_index = 1.3; |
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initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff
changeset
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148 |
} |
31 | 149 |
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void setPhong(const Float amb, const Float dif, const Float spec, const Float shin) |
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{ ambient = amb; diffuse = dif; specular = spec; shininess = shin; }; |
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void setReflectivity(const Float refl) { reflectivity = refl; }; |
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void setTransmissivity(const Float trans, const Float rindex) |
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{ transmissivity = trans; refract_index = rindex; }; |
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303583d2fb97
move "smooth" attribute from Triangle to Material
Radek Brich <radek.brich@devl.cz>
parents:
60
diff
changeset
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155 |
void setSmooth(bool sm) { smooth = sm; }; |
0
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff
changeset
|
156 |
}; |
3547b885df7e
initial commit, raytracer source as written year ago and unchanged since 2007-03-25
Radek Brich <radek.brich@devl.cz>
parents:
diff
changeset
|
157 |
|
25
b8232edee786
tuned ray-triangle intersection, now there are three algorithms to choose from:
Radek Brich <radek.brich@devl.cz>
parents:
24
diff
changeset
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158 |
#endif |